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With a Kiss

Page 24

by Stephanie Fowers


  Chapter One

  Laughed every goblin

  When they spied her peeping:

  Came towards her hobbling,

  Flying, running, leaping,

  Puffing and blowing,

  Chuckling, clapping, crowing,

  Clucking and gobbling,

  Mopping and mowing

  —Christina Rossetti, Goblin Market

   

   

   

   “Do you want fries and a drink with that?” I asked.

  The lady tapped her long nails against the counter at FasFoo—the tacky name of our little fast food restaurant on Main Street; it didn’t bring in the most polite of customers. She heaved a long, exasperated sigh. “Did I ask for fries and a drink?”

  “No.”

  She gave me a pointed look.

  That must mean she was through ordering. I handed her the receipt. “One double slab beef burger coming up.”

  Behind me, Wayne prepared two meat patties. This was his first day on the job. We were seniors at Omak High, and the only thing we had in common was that we were both the losers there. He couldn’t figure out how to connect with anyone socially, and from the moment I stepped over the school’s sacred threshold, everyone hated me—even Wayne.

  He averted his face from mine and threw two meat patties on the burner. They sizzled, adding to the grease in the room. I fiddled with my hat. It was shaped like a hamburger and refused to stay on my head.

  An old man stood next in line. His white hair was pulled back in a hippy ponytail. He had a long, hooked nose and paper-white skin that stuck to his bones like peeling wallpaper. By the looks of his scowl, he was a crotchety one. “I want the usual!” Great. He was already shouting.

  I winced. “Um, so . . . what’s the usual?”

  He tried to stare the answer out of me. When that didn’t work, he braced himself against the counter with his big Viking hands and gave me an intimidating glare. “The same thing I get every day.”

  I felt my face go beet red. “And what would that be, sir?”

  “You don’t know?”

  I searched my mind and came up with nothing. No way could I pick him out of a lineup. “No. Sorry, sir.”

  “Unbelievable.” The guy took it as a personal insult. I thought maybe I would remember his order after this . . . if I survived. I looked everywhere but at him. He was awkwarding me out. “Just listen, little girl. Okay, it’s not that hard. Pay attention. I don’t want it on a round bun. I want it on a long bun!”

   “A long bun?”

  “Yes, a long bun!”

  “A croissant?”

  “No!” His tone told me I was the dumbest girl in existence, which I could be.

  I glanced behind me. Wayne wasn’t any help; he fiddled with the net on his greasy blond hair. I searched the breads at his elbow. We had the usual hamburger bun, the croissant, the fancy wheat and white breads meant for plain sandwiches. “Oh, do you want a sandwich?”

  The guy jerked away from the counter. “Where’s your manager? I want to talk to your manager!” He squinted at my name badge. “Bridgette.”

  Well, he knew my name. I felt violated. “Uh, we’re the only ones working here. If you want to fill out a comment card and put it in the box . . .”

  “I want it cooked medium well on a long bun. That’s all I want!”

  I knew better than to ask if he meant the comment card. Wayne nudged me. “He wants a hotdog.”

  Even the new guy could read minds. I typed the order into the register before our dissatisfied customer could take my head off with it. I ducked just in case. “Do you want a drink with that?” He gave me a long stare that I couldn’t quite meet. “No?”

  “Of course I do!”

  “Yeah, yeah, of course.” I tried to smile to ease the bad vibes. It was one of the lamer things I did when trying to make friends out of people who hated me. The old guy looked more irritated, if that was possible. I felt like pointing at the tree outside the window to distract him. “Will that be all?” It came out a squeak.

  “What do you think?”

  After a moment, I hazarded a guess. “Yes?”

  “Stupid! I’m never coming back here again! Just wanted a long bun . . .” He stormed out of the restaurant. The bells rang after him. Apparently that meant we lost a lifetime customer. I felt my stomach attack my toes.

  Wayne shrugged. “At least he didn’t fill out a complaint.”

  I crumpled the receipt in my hand. The lady’s order was almost up. I pulled on some plastic gloves and scooped up the hamburger buns with shaky fingers. Wayne dumped the patties on the bun and I began applying the ketchup.

  “Stop! Are you dumb?” The lady pointed her long nails at me. “I don’t want ketchup on that!”

  “Oh.” I wiped it off the patty. She looked shocked. I fumbled with the mustard and squirted it all over my black apron. It joined the canvas of splattered ketchup like a Picasso attack.

  Wayne grimaced behind me and threw two more patties on the burner to start her order over. “We’re almost out of patties.”

  I felt the heat prickle at my neck. The patties were in the basement. Easy access to anyone but me. There were things down there I didn’t want to face. Wayne watched me without blinking. I tried to figure out how to get around this without looking too weird. I toyed with the idea of taking Wayne with me for protection, but the lady glared at us to make sure we got her order right. There weren’t any other customers—it was the perfect time to leave the new guy to fend for himself.

  Maybe I’d be fine this time. Wayne stared at me quizzically. There was no way I’d be able to explain this without looking crazy, so setting my shoulders, I did what any self-respecting female would do; I headed for danger. Leaving the cash register behind, I forced down my quickening breath. Better to get killed than to look stupid, right?

  Passing through the back of Fasfoo, I switched on the light from the top of the stairs. There was a yellow florescent bulb hanging from the middle of the room like it belonged in a torture chamber. It lit the basement in an eerie light, not quite erasing the shadows clinging to the farthest corners of the room. I gripped the railing, making my way down the stairs. So far nothing had jumped out. Maybe nothing would.

  The patties were in the walk-in freezer at the end of the basement. My footsteps against the cement floor broke the silence. Nothing was down here. Nothing was down here.

  I passed the counter filled with cups and utensils and napkins and found the freezer. I pushed down the handle. The door scraped against the floor when I opened it, and the cold air blew into my face. The patties were reaching distance on the rack to the side. As long as I didn’t go in, I’d be okay. I stretched out my fingers, keeping my legs firmly anchored outside. Just another inch and I’d have them.

  Before I could react, I felt a rough hand against my back. It propelled me into the freezer and shoved me hard against the back wall. My head smacked against a few racks. The door slammed shut behind me and the light snuffed out with it.

  They didn’t usually touch me! I tried not to freak out. They liked to scare me, but until now they’d never hurt me. I reached up and felt the blood in my hair. I officially came unglued, pounding against the door, screaming as if someone could hear me. “Let me out!” I was kidding myself. No one would hear me down here. I stopped throwing myself against the door and listened to the sound of my heart . . . and something else. It was behind me. I swiveled, not able to see through the darkness. I wasn’t alone in here. I never was alone anywhere.

  My heart thudded painfully against my chest. “Oh, c’mon,” I wailed out to whatever was here with me. “Someone is going to come looking for me. You can’t keep me in here forever.” Still nothing. My breath came out in a mist. It almost covered the sound of the low wheezing behind me. I inched away from it, swallowing back the panic. “So, this is it, huh? Are you gonna kill me this time?”

  Loud laughter echoed through the free
zer. My head jerked around like a ragdoll as if I could find the source of the noise in this darkness. Whatever it was, it came from the beef patties. I refused to believe the meat was laughing at me. I wrapped my arms around my stomach, pulling into myself, shivers racking over my body, goose bumps taking over my skin. How long would this thing play with me before it let me out? Maybe it would keep me here forever.

  That was enough to make me go for the door, feeling for the cracks along the edges. It was sealed tight. I hit at it, knowing it was futile. I couldn’t get out. No one would come for me. Not in time. I heard a footstep behind me. Just one.

  I slid to the floor, digging my fingers under the door. My breath came out in gasps. I couldn’t speak, couldn’t tell whatever was coming at me to stop. Another step. This time it was followed by the sound of something heavy dragging behind it. As soon as I moved, the thing ran for me. I screamed, feeling something cold shoved into my hands. I screamed louder.

  The door sparked and I couldn’t pull away. My head felt dizzy with screaming and I couldn’t stop. Fire crackled around the edges of the door, illuminating it into a perfect outline. I squeezed my eyes shut. None of this was real. It was all in my head. I was doing this to myself. But when I smelled the smoke, I wrenched my eyes open. I’d burn alive in here. The thought threw me into a panic, and a powerful wind built up around me. My ponytail whipped painfully against my face.

  The freezer door shot open like an explosive was behind it, and I might as well have been the explosive because I tore outside, paddling my arms as I took the stairs three at a time. The basement door was already closing, but slowly. These things—whatever they were—enjoyed teasing me. My hat swayed unevenly over my head. By some miracle it managed to stay on, but not for long. A pale hand with hairy fingers ripped the obscene thing off me, tearing some of my blonde hair out with it.

  “Poor little girl,” it crooned.

  I whimpered out in pain and it laughed. Nothing about this was funny! I couldn’t bring myself to look behind my shoulder to see its tissue-thin face. The things always slipped away so quickly that I never saw any of them fully—just the grins.

  They aren’t real. They aren’t real. They aren’t real!

  Of course, that didn’t make me any less scared. I wriggled around the basement door, squeezing through to the other side before it slammed hard behind me.

  I fell against the counter in the back of FasFoo, keeping as much distance from the basement as I could. My throat hurt from screaming. My legs felt like they’d tremble away from me. I tried to stand, but couldn’t. After a moment, I realized that the cold thing that had been shoved into my hand was only a package of beef patties.

  Bursting into tears never helped, especially when people saw them. They asked questions. I stared up at the lights and breathed evenly, trying to force out the fear and sadness. This was all in my head. Counselors, psychiatrists, the home—everyone but me—agreed it was ridiculous. I needed to learn to deal with my fear of abandonment. That’s why I made up these . . . friends . . . except they weren’t friends. They were ghosts, I was sure of it. I thought I would be safe at work, but now they followed me from the home, too. They were everywhere.

  No, stop. Count to ten. I had to force these shadows out of my life and face real fears . . . like real breathing people, and the fact that they all hated me. That was the reason no one could stay with me for long, why I was forced to move from ten different homes in a matter of three months. I had no idea who my parents were and why I couldn’t remember anything before then.

  I held my head. Mr. Starr told me I wasn’t unlovable, Mr. Starr—of all people—whose daughter wanted to run me out of the school. I sighed. Starr was the latest in a string of psychologists who thought they could help me. Any time I felt worthless and saw these . . . creatures, I was supposed to think of the good things in my life. And wait for someone else to disappear.

  I had only one defense. Closing myself off, withdrawing from everything and everybody. It made people less likely to run out on me—even if Mr. Starr warned me it wasn’t healthy. I sighed and tried to think of his kind face, his blond hair starting to gray, the gentle humor in his eyes. He reassured me that no one would hurt me; he wouldn’t abandon me. With that kind of talk, it wouldn’t be long before I lost him too. I felt the tears prick at my eyes.

  I put my hands on my knees, letting the bag of patties swing past them. Calm down. It was going to be all right. It wasn’t real. I was okay. The usual pep talk wasn’t working. I could hear more FasFoo customers out in the front. The new guy desperately tried to fend off the dinner rush.

  There were too many mean people out there. Soon I’d have to face them. I stared at the back door that led to the gravel parking lot where I had chained up my bike. I could just leave. And then what? I had an agreement with the group home. FasFoo was my last chance. If I messed this one up, they’d ship me to a place with more restrictions. I just needed some air. Then I could do it.

  I managed to find my unsteady feet and pushed out to the front, trying to keep myself from falling apart during the dinner rush. “Uh Wayne,” I plopped the patties next to him on the counter. His eyes widened in surprise. I knew I looked bad, but I tried to pat my blonde hair down to fix it. “So . . . uh, the window looks really dirty out there. I’m going to clean it up real quick. Be right back!”

  His dark, watery eyes strayed to the line of people at the cash register. Before he could protest, I scooped up the glass cleaner and headed outside without grabbing my coat. As soon as I was out the door, the cold wind slapped against my face, forcing the tears back. I made quick squirts on the glass, knowing I couldn’t hide for long. I just needed enough time to turn myself into stone so I couldn’t feel anymore.

  Mountains of snow were piled high on either side of the parking lot. The wind blew over it, blasting me in the back. It was the worst winter that anyone here could remember, which figured since it was the only one I remembered. The sun was on its way down. Cars heading down Main Street switched on their headlights, rushing for home and people who loved them. I decided not to think about that, either. I squirted the glass cleaner on the windows again, pretending to find more fingerprints. I only had a few minutes before the customers staged a mutiny. I sniffed, shoving my feelings back where I couldn’t feel them. I could do this.

  “Wait a second, that’s Babs! I mean, Halley, I guess.”

  My fingers stopped on the glass when I heard the girl’s voice. No one was there.

  ABOUT THE AUTHOR

  Stephanie Fowers loves bringing stories to life, and depending on her latest madcap ideas will do it through written word, song, and/or film. She absolutely adores Bollywood and bonnet movies; i.e., BBC (which she supposes includes non-bonnet movies Sherlock and Dr. Who). Presently, she lives in Salt Lake where she's living the life of the starving artist.

  Latest projects include a workshop of her musical, "The Raven" with the talented composer, Hilary Hornberger. She also expects to film some shorts with Triad Film Productions. Stephanie plans to bring more of her novels out to greet the light of day. Be sure to watch for her upcoming books, including YA fantasy, science fiction, mysteries, a compilation of short twisted fairy tales, and more—many more—romantic comedies. May the adventures begin.

  For more information, see: www.stephaniefowersbooks.com

  For more information on Twisted Tales Series (including faery hunter guide and glossary), see: www.stephanie-fowers.com

  For more information on The Raven, a new musical, see:www.theraven-musical.com

  BOOKS BY STEPHANIE FOWERS

  Twisted Tales Series (Young Adult Paranormal)

  With a Kiss (book one)

  At Midnight (book two)

  As the Sun Sets (book three)

  Romantic comedies

  Rules of Engagement (LDS Romantic Comedy)

  Meet Your Match (LDS Romantic Comedy)

  Prank Wars (Romantic Comedy/ Mystery)

  List of creature
s in Twisted Tales:

  (Also listed on www.stephanie-fowers.com)

  Anthousai: A race of faery that takes up flower form to brave out the winter. They are notorious tattletales and cause untold distress to their victims.

  Bean Tigh: Faery in the form of an elderly, adult-sized woman. Her cheeks are dimpled and rosy. She is the female version of Santa Clause. She closes drafty windows with capable fingers. See *Silkies.

  Banshees: Handmaidens to the Queen Ratis. Failed to save their queen from the *Otherworldly and consequently banished to the mortal world. Cursed to roam there as living corpses; they wail and cry, move like spiders and talk in riddles. Only their intended victims hear them.

  Barguest: A big, black dog the size of a pony. It guards great treasure and brings fair maidens to safety.

  Beast: See *Hound of Ulster.

  Bodoach: Ancient faery man from the Unseelie Court, steals children. Though it limps, moves at the speed of a horse. Shimmering red eyes.

  Bogie: General term for a faerie in the Unseelie Court. See *Goblin

  Brags: Faery from the Unseelie Court. Takes the form of what the victim most fears.

  Brownies: Informants planted in the home of mortals. Size of rodents, live in the walls, possess big eyes that give them the appearance of innocence. Cute as a bug, annoying like ants.

  Buggar: A race of shapeshifting faeries in the Unseelie Court. When in true form, these Fae's eyes hold the essence of every shape they've ever taken. Also known as a *Shapeshifter

  Bugul: An advisor to the courts, a species of Leprechaun. Googly cross-eyes, big bulbuous nose, mottled skin, dwarf-like in stature. Despite the rags and their ghastly appearance, this race is cultured and highly intelligent.

  Buttery sprites: A bogie from the Unseelie Court. Small leathery body, laughs loudly, and inhabits basements owned by crooked business owners in the mortal world.

  Bwbach: Goblin from the Unseelie Court. Clammy hands, small slimy body. Waves its skinny arms whilst running away from horseshoes. Plays tricks. Otherwise known as the Grinner.

  Cailleach: Keeper of the Stone of Fal, sovereign of the city Falias. Affiliated with, and the ruler of, the Unseelie Court. Staged a revolution against Queen Onagh and brought winter to the Sidhe.

  Cat Sidhe: Faery cat that changes shapes. Once belonged to the Norn before stolen by the Otherworldly, who then added insult to injury by also confiscating their spindle.

  Changeling: Faery switched at birth with a mortal. Fae infants undergo a changing so as to survive the Otherworld. Often sickly as babies. Some die. 23% mortality rate.

  Cucui: Oversized drooling monsters. Delight in and gain power through the fear of their victims, stomp loudly through the house to scare the inhabitants. Travel through the walls, their huge forms creating hulking bubbles in the ceiling.

  Cuimilt: Faery noble from the Seelie Court. Known for its distrust of mortals. Has the ability to skin Fae and mortals alive with a touch of its sticky fingers. It then wears the skin of its victims. See also *Skinwalker.

  Cursed: Mortals who have been cursed by the Fae so as to give them disabilities or special powers. Also known as The Cursed.

  Cyclops: A giant from the Unseelie Courts, possesses only one eye that shoots flames at its victims. It may or may not have possessed an eye at an earlier time.

  Dóiteáin eitilt: Firefly-sized faeries who sing lullabies to children to lull them to sleep. See *Silkies.

  Domvoi: Creatures from the Unseelie Court that burn down houses. Only salt gets rid of them because they're a tad OCD.

  Dones d'aigua: Winged Fae guards from the East in the city of Gorias. Part bird/ part women, sent to guard Ratis in the tower after she betrayed her people.

  Doppleganger: A faery creature who takes on the face and build of their victims in order to scare, take advantage of, or otherwise steal their worldly assets. Commonly experience an identity crisis. See also *Fylgia and *Wraith.

  Dormette: Miniature French maid faery wearing a blue dress. Gives children pleasant dreams. See *Silkies.

  Dragons: Pets used to guard the Twelve in the High Council. They are the size of large dogs with jewel-toned scales and delicate faery wings. Kept under submission with the use of jewel encrusted chains and gold buckles. Fascinated with treasure, in a debilitating way.

  Dryads: Faery prisoners sentenced to live out the remainder of their lives in trees. Guilty of serious crimes.

  Dunedes: Bogies from the Unseelie Courts. Live in the walls and make bumps in the night.

  Fae: Plural form and proper noun of faery. See *Faery.

  Faery: Descendant of Neit the war god (share common ancestor with the Fomorians). Some species of Fae closely resemble mortals in body type, while other species more closely resemble mortal animals. They inhabit the Sidhe, though some coexist in the Otherworld with mortals. Vary in shapes, sizes, magic, and intelligence levels.

  Faery hunter: A mortal (usually The Cursed or a Skinwalker), who fights against faery oppression and/ or to win the power of the Fae by using the Fae's own magic against them.

  Finvarra: King of the Sidhe, consort to Queen Onagh. Holder of the royal blood necessary to seal the queen to her duties so that she may rule with the four treasures. Wears a black cloak holding many great and secret powers. Affiliated with the Seelie Court.

  Fodden: Unseelie creatures who live underground, known to abduct humans in the Otherworld. Their fingers claw through the dirt before they pull mortals under with them. Not intelligent.

  Fomorian: Original invaders and settlers of the Sidhe. They rule the Fae from a distance, moving with the ease of snakes. Organs visible from the outside of their bodies, possessing one leg, one eye, one arm—all connected into one monstrous form. Control lesser life forms with the use of their glowing blue eye. Greet subjects with this tribute; "You will have our hospitality in return for yours." To which the subordinate responds; "Oh great Elatha, with justice we rule, with justice we die. Seven rules of the Faery kingdom we hold most high."

  Fylgia: A creature from the Unseelie court. Its membrane copies a mortal's essence and transforms from his/ her shadow to become a mirror image in order to fill in for the victim (as soon as said victim disappears). When in shadow form, Fylgias also serve as personal guardians. See also *Doppelganger.

  Giants: Oversized faeries, muscular chests the width of a beam, taller than eight feet. Documented cases of taller breeds at the height of 51 feet. Also known as ettins, yetuns, yotuns.

  Gnome: Rodent-sized faery, wears miniature suit, naturally curious, tears things up around the house, though quite on accident. Usually ambivalent. See also *Wichtln.

  Goblin: General term for a faerie in the Unseelie Court, usually of a malevolent, mischievous, or destructive nature. Also known as *Bogie.

  Golem: A type of dark, unintelligent Fae life force that looks for empty bodies to inhabit. Zombie-like in behavior. Its power builds and feeds on faery magic and weakens the faery who uses this magic by stealing it. Golems act as a powerful faery trap in an ambush. A favorite of witches, wizards, and scientists. See *Tatty Bogle.

  Grim: Unseelie creatures, human in shape with barrel chests and black fur. Horned, tall as trees, and fanged. They bend over double before they lunge in for the attack. Populate forests.

  Hag: A female faery with great power. Extremely ugly (covered in warts and hair) or extremely beautiful (rosy youthful skin and silken hair). Mortals sometimes use the word hag as a derogatory term for an actual witch or for someone who acts in unpleasant ways. See also *Night Hag.

  Hedley Kow: An Unseelie Bogie known for its horselaugh.

  Hobgoblin: Mischievous faery from the Unseelie Court. Harasses, tricks. Also known as Pan, imp, pagan, trickster, Robgoblin, Robin, Pixie, and Puck.

  Hollows: Lost spirits of the Fae, who are unable to return to their final resting place in the stars for various reasons. When haunting, these souls occupy locations of great significance where they cry out against the wrongs that killed them. They are a mere s
hadow of the Fae's former power at death.

  Hound of Ulster: Unseelie creature that shapeshifts at the peak of its anger, otherwise known as a *riastrad (see Faery glossary). Its eyes change colors according to the many essences held inside its body. Its form is feline and canine with black and gold runes glowing over its skin. It dispatches its enemies en masse. Also known as *Beast. See also *Buggar.

  Human: Similar in body type, shape, and size of Fae royalty, occupies the Otherworld. (See *Otherworld in Faery glossary). Though unaware of it, humans coexist with faeries on a regular basis, and are ignorant of magic. Though humans are akin to some immortals in appearance, faeries can easily identify them. Also known as mortal. See also: *Otherworldly.

  Ialtóg: Batlike demons with wings, noses like smashed olives. Often confused for bats until they suck the victim of its blood.

  Illes: Unseelie creatures that wind through the branches of trees with snakelike bodies. They suffocate and inflict disease on victims with a grinning, clown face.

  Keeper: One of the four princesses in the Sidhe with the right to handle the four treasures. *Niamh, *Ratis, *Cailleach, and *Onagh were the original keepers (See *Four Treasures in Faery glossary).

  Kobolds: Shadows that hide in the stumps of trees, brown rodent-like bodies that swarm past feet and devour almost anything. Often victims of food poisoning.

  Lady of the Mirror: A faery with pale dead skin and long red hair. Her touch burns. She pulls girls through mirrors, pleading for the true sovereign to come to the Sidhe to overthrow Fae oppressors. Her chant: "Reveal what is lost. Redeem what is lost, restore what is lost."

  Leprechaun: A race cursed with great powers. Immune to almost all magic and charms against Faeries; they are invaluable to both Seelie and Unseelie Courts as servants. The coins of their race act as a punishment due to their ancestor's betrayal against the Fae; the gold curbs the Leprechauns' great powers and enslaves them to the courts until they can work off their indentures.

  Lull: Faery who dances both Fae and mortal babies to sleep. Her brown faery skirts brush against their cheeks, enticing them to close their eyes. See *Silkies.

  Mermaid: Part Fae woman/part fish, who inhabit the canals in the city of Murias. They help to guard the Cup of Dagda. Also known as sirens because they warn travelers of danger with a scream that impersonates an alarm. Beautiful and sweet-spirited. Infinitely different from *Merrow.

  Merrow: Part woman/part fish. Scaly green skin, green eyes and long seaweed hair. Incurable gossips. They steal their victim's thoughts and twist it into lies in order to cause a fight.

  Minotaur: Body of a Fae male, head of a bull. Thickheaded bullies.

  Muma: Helps lost Fae and mortal children return to their parents. Tall, her head runs into most ceilings in the Otherworld.

  Nan Ceanach: Love talker. He is drop-dead gorgeous with dark hair and eyes. Pipe dangles from his full lips. Sand in his hair. Happens to be missing his shadow.

  Nan Ceanach's Shadow: As ugly as Nan is beautiful. Outwardly terrifying...if anyone can catch sight of it—few have, even fewer survived it.

  Nanny Buttoncap: Faery who tucks Fae and mortal children into their beds. Wears a mobcap.

  Night Hag: Puts the ugly in hag. Steals fair maidens and drains them of their power and beauty; stores for later use (hoarders). See also *Hag.

  Niamh: Keeper of the cup, sovereign of the city of Murias. Lover of mortals. Kissed a mortal to give him the power to return her stolen treasure to her. Inadvertently started the war between the mortals and Fae.

  Norn: Urðr, Verðandi and Skuld. The three ladies of fate, who transform from old to young from young to old as they work with the *Snáth den saol (see Faery Glossary). Pronounces destinies upon the heads of sovereigns in triplet rhymes. Their spindle was stolen by the Otherworldly.

  Nymphs: Long-legged Fae beauties who love to party, dance, and sing. Vain and jealous, the girls hold great power and use it against anyone who steals their man away from them. Nymphs of note: Glistenda, Bubbles, Peach Blossom.

  Oaf: A faery switched at birth with a mortal. Also used as a derogatory term for someone who is clumsy.

  Ole Luk OJ: Crotchety old faery with a walking stick. Gathers dust in his wrinkly palms and blows dust into the eyes and necks of Fae and mortal children alike to help them drift into a deep sleep. See *Silkies.

  Ogre: Big, nasty, sweaty, stinky, oversized Fae with green mottled skin. Really really dumb. Oftentimes their chant: "Eat children! Eat children!" turns to "Children eat! Children eat!"

  Orculli: Giants from the Unseelie Courts. Cannibalistic, but generally goodhearted.

  Onagh: The queen of the Sidhe, affiliated with the Seelie Courts. Keeper of the lost four treasures until the rightful sovereign can be crowned.

  Otherworldly: Any mortal who inhabits the *Otherworld, or what humans know as earth (see Faery Glossary). See also *human. Though recently, this is a term used to refer to one specific mortal who stole the four faery treasures. This mortal plots to steal the firstborn who holds the royal right to use these treasures. Also known as Rumpelstiltskin.

  Paras: Unseelie creatures who steal from their hosts' neighbors and torment the lazy and greedy.

  Penate: Fae who must clean everything by dawn or disappear from whence they came.

  Puck: See *Hobgoblin.

  Puddlefoot: Unseelie bogie that leaves puddles everywhere it goes. Name this creature and it goes away.

  Ratis: Keeper of the wand, sovereign of the city Gorias. Golden-haired one. Betrayed the people, sentenced by the *Twelve and kept in a tall tower in Falias for her crimes, her wings clipped.

  Ronguer d'os: An evil spirit that takes the form of a dog, gnawer of bones. Picks on lone travelers.

  Sasquatch. See *Skinwalker

  Satyr: Part Fae man, part goat. Loves to party with Nymphs.

  Scientist: Male and/or female mortal who steals faery magic through means of catching a faery and torturing the secrets of the Fae from them in order to pass it off as modern discovery. See *Wizard and *Witch.

  Seelie: A Fae belonging to one of the two royal courts in the *Sidhe (see Faery Glossary). The uninformed generally describe the Seelie Court as the 'good' court.

  Seelie guards: Hybrid guards created by Onagh and Finvarra. A vulgar monster made up of the parts of every mortal, Fae, and animal imaginable.

  Shades: Pale, beautiful Fae women with flowing dresses and shimmering eyes. Their touch burns and causes scars. They are drawn to Fae and mortal girls with a curiosity that could kill their victims.

  Shapeshifter: See *Buggar.

  Shellycoats: Fae from the Unseelie Court who inhabit forests and lonely roads. They have the appearance of porcupines. Instead of needles, they are covered with shells. Known to mislead poor travelers and lose them in the forest.

  Silkies: Any Fae known to entice both Fae and mortal children to sleep. Ranging from the size of tiny flaming dots, rodent sizes, and mortal adults. See *Dormette, *Ole Luk OJ, *Nanny Buttoncap, *Bean Tigh, *Dóiteáin eitilt.

  Sjotrol: Waterlogged beasts. Emerge from lakes and rivers to drown unwary travelers. Runes etched on stone on either side of the bay will keep them captive. Fae and mortal alike must beware when the mist obstructs the runes.

  Skinwalkers: Mortals who steal the skin of animals, mortals, and Fae in order to take the borrowed skin's power or otherwise hide under another identity. The Cursed were the first to borrow this practice through the help of a traitorous Fae. See the *Cursed. Stitching behind the ears identifies a Skinwalker. Sometimes mistaken for a Sasquatch. See also *Cuimilt.

  Sovereign Queen: She is the rightful ruler of the Sidhe, of both the Seelie and Unseelie Courts (though their loyalties differ). Her birthright and royal blood give her the power to reign over the Keepers of the Four Treasures. She sometimes acts as a Keeper as well. See *Keeper. (See also *Four Treasures in Faery Glossary).

  Spriggan: A species of enormous Fae frogs from the Unseelie Court. Can expand five times their size by merely su
cking in more air. Intelligent, with slight speech impediments caused by their incredibly long tongues.

  Sprite: A dot of light. Sometimes mistaken for fireflies...incredibly strong ones.

  Tatty Bogle: A golem who takes the form of a scarecrow that moves. Usually controlled by a wizard or a witch. See *Golem.

  The Three: Dub, Mell and Dubros of the Fomorian race. Cruel soldiers sent after the royal Unseelie family when their mother betrayed the Seelie Courts. See *Fomorian.

  Tisiphone: Spider lady who takes her vengeance on any doers of crimes or against those otherwise related to said crimes (be they family of criminal, victim or no).

  Trolls: Terrible Fae beasts who guard portals and bridges from the mortal world that lead to the Sidhe. Cursed descendants of the Fomorian race. Jaws unhinge to show razor sharp teeth. Snack on human flesh. Easily identified by glowing blue eyes.

  The Twelve Also known as the High Court. Judges and nobles working directly under the Fomorians. Their job consists of exacting justice against those who defy the seven rules of the faery kingdom, be they mortal or immortal. Their numbers include nobles from the races of: *Spriggan, *Ogre, *Dones d'aigua, *Wolf, *Leprechaun, *Urisk, *Nymph, *Sprite, *Vilas, *Brag, * Cuimilt, *Vilas. Led by Elatha the *Fomorian.

  Unicorns: Horses with one horn protruding from the forehead. This horn holds great power. Too pure to exist in the Sidhe. Usually come in white.

  Unseelie Court: A Fae belonging to one of the two royal courts in the *Sidhe (see Faery Glossary). The uninformed generally describe the Unseelie Court as the 'bad' court.

  Urisk: Half goat, half Fae male. Patches of hair spread over its wrinkled emaciated body. Oversized head, covered in goose feathers. Usually travels through the soil in farmland, though have adjusted to modern cities and now travel through cement and wooden floors. Urisks also serve as personal guardians.

  Vampire: Well-dressed, cursed race of the Fae, descended from hags, cursed to be a part of the *Ialtóg family. After draining a Seelie noble of all its powers in a land war, vampires were cursed to live off mortal blood—the iron of which would keep them grounded to the mortal world and banished from the Sidhe, never to return.

  Vines: Servants to the owner of the beanstalk. Attentive hosts to unexpected guests.

  Vilas: Guardian Fae over bodies of water and forests. Tall, overly masculine and/or overly feminine according to gender. Vivid eyes. If victim spies them dancing, he or she will get caught in the Vilas' arms and be forced to dance to death.

  Wraith: A Fae who takes on the form of someone who has died, uses this form to gain trust, trick, and otherwise take advantage of their victim. See *Doppelganger.

  Wagle: Wrinkled male Fae with crooked legs. Lives in the fireplace. Bandage wrapped around chin to keep back the toothache.

  Wichtln: Fae males involved in numerous pranks throughout the house. Mortals generally never catch sight of them, but they resemble gnomes in form, stature, and clothing styles. Placating the creatures will irritate them and force them to move away.

  Witch: A female mortal who steals faery magic. Can also be used as a derogatory term for a female Fae who steals magic. Ancient witches were known as priestesses (when mortal) or *Hags (when Fae). See also *Wizard and *Scientist.

  Wizards: Male mortal who steals faery magic. Ancient wizards were known as druids. See also *Witch and *Scientist.

  Wolves: Minions, flunkies, etc. for Queen Onagh of the Unseelie Court. Their work is never appreciated; they hang around Faery portals looking for fast food. Specific wolves of note are Octavius, the leader of the wolves (burnt and charred down one side of his body), Caesar, his loyal, gray, fluffy follower (with a penchant for gambling), and Augustus, a glasses-wearing poet (of considerable talent).

  Faery Glossary of Terms in Twisted Tales

  (Also listed on www.stephanie-fowers.com)

  3: A significant number in the Sidhe. All meaningful magic comes in threes; seen often in *Faerytales (three pigs, three bears, three wishes).

  4: A significant number in the Sidhe: Four *Keepers, Four corners of the Sidhe, Four Seasons, *Four Cities, *Four Treasures, Four princesses.

  7: Seven days of the week. Signals completion. Seven rules in the Sidhe for Fae, seven rules in the Sidhe for Mortals.

  12: A significant number in the Sidhe. Represents midnight, twelve hours of the day, twelve divisions in the Sidhe, twelve months, and the *Twelve in the High Courts.

  16: A significant birthday in the Sidhe. Majority of female princesses in faerytales have great adventures and misadventures during their sixteenth year. A cursed and enchanted time.

  After Midnight: When the clock strikes twelve. In the mortal world, after midnight is when the Fae's power is at its weakest. It is a time for breaking curses and spells. See *Midnight.

  Apples: Faery food, representing forgetfulness, rebellion, disloyalty. Forbidden for mortals because it ties them indefinitely to the Sidhe. A favorite magic amongst *Hags (see list of creatures).

  Beanstalk: Faery prison for Fae who commit serious crimes. (See *Dryad on list of creatures).

  Black Forest: A deep forest in the center of the four cities and four corners of the Sidhe, on the edge of Crystal Lake. Holds Nymphs and other highly dangerous Unseelie Creatures. Precaution necessary.

  Bloodlines: A faery or half mortal who carries the *Core Powers inherited from its magical parentage. Only Fae and half mortals of the correct bloodlines can perform certain tasks. See *Prince Charming.

  Brideag: Works as a Celtic voodoo doll, made up of straw.

  Cats: Guardians of the mortal world. Pets of *Wizards and *Witches (see List of Creatures). Faeries don't trust them for good reason.

  Clothing Transformation Spell: Perfect for a faery who needs a good change of clothes. Works the same as hair transformation. See *Fringe Power.

  Core power: One of the three powers that the Fae possess. Like skin color to a mortal, this power is genetic. Examples include shapeshifting, royal blood, etc. This power is inherited at birth and stays with the faery until its death. See *Powers.

  Crowns: Can only be worn by a *Sovereign or *Keeper. Also known as Circlet or tiara. Holds powerful magic.

  Counter-Spells: Fae use it only in extreme cases when a malevolent faery casts a curse, spell, or enchantment on intended victim. Must rhyme. Possibility of unintended consequences.

  Cup of Dagda. "Dagda: Cup of Emerald Hue; Spills o'er and heals: Undying Youth." One of the *Four Treasures, protected by a *Keeper in the city of *Murias in the west, ruled over by a *Sovereign. Stolen by the *Otherworldly (List of Creatures).

  Crystals: Magical insulators. Faery powers, spells, curses, and faeries can be held in hollowed out crystal vials, so as not to harm the user and to safely store the magic.

  Crystal Lake: The lake between *Findias and *Falias on the edge of the *Black Forest. *Merrow swim the swampy, soupy depths (see List of Creatures). Full of seaweed. All faery-kind agree, not a fitting name.

  Curses: Spells, banishments, disabilities meant to harm or control the victim. Though usually the work of a malicious Faery, some are performed on accident or to fulfill a prophecy. Usually must rhyme.

  Dancing: Faeries can dance forever. When a mortal is caught in the arms of a faery in a dance, it is possible for the faery to dance the mortal to death. Time speeds up and mortals starve to death. Some faery races, like *Vilas, (see List of Creatures), are more prone to abuse of this power.

  Dimples: Faery marks on a mortal's cheeks where a faery kisses it.

  Dreams: Faeries take dreams very seriously; it is destiny communicating to your subconscious, the body's inner power. Besides love, it is the closest mortals have to magic.

  Druids: The first wizards and witches who stole magic from the Fae.

  Enchanted Jewelry: Also known as *Talisman, Amulet, Charm. Used by the Fae to hold certain powers that transfer to the wearer. Spells and/or curses can be held in certain jewelry. The powers are retained by means of runes and/or the names etched into t
he magical properties. The jewelry then holds part of the spell-caster's essence. See also *Medallion. Vulgar imitations come in the form of *Snáth den saol wrapped crudely through jewelry to create similar results with stolen power.

  Enchantment: Faery slang for haunted, though in other cases, it is a term for when a being is a recipient of a faery spell that may or may not be good, depending on the faeries' intentions.

  Enchantment Melody: "Twinkle, twinkle little star" is an example of a melody that has a magical influence on the hearer; this one has a forgetful effect. These songs influence strong emotions that control the subject.

  Faery Dust: Sprite Dust cast into the eyes to blind the user from strong spells that overcome the senses.

  Faery Food: Unnecessary for Faery survival; an indulgence. If outsiders to the Sidhe partake of this faery food, they are inseparably connected to the Sidhe and its powers.

  Faery Hunter Guide: A guide constructed by *The Cursed, *Scientists, and *Skinwalkers to fight faeries, using the Fae's strengths and weaknesses against them.

  Faery laughs: A Fringe Power used to cause emotion in the hearer: terrifies, soothes, encourages, discourages.

  Faery Locks: Tangled hair caused by faeries in the night. Also known as bed hair.

  Faery Marked: Birth marks, birth defects, freckles, dimples: any mark caused by faeries that influence the skin.

  Faery Masquerade: These parties are a favorite amongst faeries. It is the preferred way to mingle the Seelie Courts with the Unseelie Courts to avoid disruptions and clan wars during important ceremonies where all Fae citizens must attend for magical and legal purposes. Favorite materials for masks include the usual lace, beads, chains, spikes, thorns, leaves, flowers, and horns. More unusual decorations consist of flapping butterfly wings, Cyclops eyeballs centered on the forehead, growling fox fur, beating hearts, captured stars, and bat wings with no eyeholes. It isn't unusual for some Faery faces to be confused as masks.

  Faery Music: Hypnotizes, entrances, and puts the hearer in a daze where time is lost.

  Faery Ring: Darker grass making a ring on dead grass, a portal caused by faeries to travel from the mortal world to the Sidhe. All stars must be aligned for it to work.

  Faerytales: Prophecies passed down from druids, the stories of which have traveled over the continents of the mortal world and are collected by the *Cursed into a book of faerytales. They are forbidden in the Sidhe because when opened there, the pages fill with actual events as they happen. Prophecies work in cycles; as the story is fulfilled, it begins again (like a cliché with its own twist). Also known as bedtime stories.

  Faery Time: Time moves more slowly in the Sidhe than it does in the mortal world; it moves erratically, is difficult to predict. Time is marked by cloud drifts and star movements—though a general rule of thumb is that three months in the Otherworld can be estimated to a day in the Sidhe. Though time, like midnight, can be delayed. Certain faery Holidays coincide with mortal ones.

  Falias. There are four cities in the Sidhe. Falias is the capital in the mountains located in the north. It sustains the *Stone of Fal, and serves as the headquarters of the ruling court, be that Seelie or Unseelie, depending on the Sovereign in power. See *Four Cities.

  Fate: Destiny caught up in the pages of the faerytales. The Norn hold the life and fates of Fae and mortal alike in their claw-like hands. See *Norn (list of creatures).

  Fey stone: An enchanted stone that resembles a hand mirror or a baby rattle. Depending on the connection between the giver and the receiver (and the levels of *Sensitivity), the reflection on the face of it displays what the one who gifted the stone wants the receiver to see and/or what the giver sees. Time and/or distance from the giver to the receiver affect its power. The greater the time and distance, the more power the giver has over it. In the absence of this separation and when in the Sidhe, the receiver may see what they wish to see, instead of the other way around. Under these same conditions and in places where time moves slower, the stone is rendered useless between giver and receiver. Also known as Swirly toy, Rattle, and Mirror.

  Findias: There are four cities in the Sidhe. Findias is the capital set in a land pitted with craters, sands, and lava, located in the south. It sustains the *Sword of Nuadha. It is a popular hangout for Unseelie Creatures. See *Four Cities.

  Firstborn: In a typical Fae family, this is the one who inherits certain *Core Powers passed down from a long line of magic users. In royalty, it is the one who inherits the power of sovereignty.

  Flair: A power reserved for a *Keeper (see list of creatures). The ability to recreate one of the four elements: fire, water, air, earth.

  Four Treasures: These treasures are the lifeblood of the faery kingdom; where all magic and power originates that sustains and nourishes all faery kind, without which, the faery kingdom and all of its inhabitants would perish. Only a *Keeper or someone of the royal *bloodline can handle the Four Treasures and survive. Keepers hold the right to work the power found within a treasure. See also *Stone of Fal, *Cup of Dagda, *Spear of Lugh, *Sword of Nuadha, *Magic Deprivation.

  Four Cities. Capital cities in the Sidhe on the four corners of the island. Each of them is ruled by a Keeper Princess, each represents a different element and protects one of the *Four Treasures: See *Falias, *Findias, *Gorias, *Murias

  Fringe Power: One of the three powers that the Fae possess. It's extra power that can be gained by curses, spells, enchantments. Shed or worn as easily as clothes. See *Powers.

  Frogs' breath: Magical substance that duplicates one of the four elements of fire, water, earth, and air without the nasty repercussions; an illusion that creates a real physical response in the user. When duplicating fire, it makes the perfect campfire to sleep on...though a bit stinky.

  Gawain: Unseelie Prince raised in the Seelie Court by adoptive parents.

  Geis: A sacred vow made from and/or to a faery. The promise is more powerful when both hands are placed on either side of the face when the vow is spoken. If broken, the face will scar where the hands have touched. A broken promise can cause weakness, deformity, and sometimes death.

  Gold: Symbolizes magic in faerytales.

  Gorias: There are four cities in the Sidhe. Gorias is the capital set in the kingdom made up of islands of clouds floating through the skies, located in the east. It sustains the *Spear of Lugh. See *Four Cities.

  Half mortal/half Fae: Once in a blue moon, a faery and a mortal will fall in love. When this happens, the subsequent children will either carry the characteristics of both parents or just the one. When carrying the characteristics of both parents, this half mortal can be more powerful than a full Fae since they are immune to certain faery weaknesses.

  Hair: Certain species of faeries keep their core powers and virtues in their hair. The stronger the hair, the stronger the powers and virtues held within it. See *scissors in Faery Hunter glossary.

  Healing: Some Fae have the ability to heal. However, no faery has been known to bring a mortal or another Fae back from the dead. See *Tears.

  Holidays: Also known as Day Alignments when the veils between the Sidhe and the mortal world are at their thinnest and portals are more easily opened. These specific celebratory rituals and religious holidays are observed in both the Sidhe and the mortal world at simultaneous times, i.e.; Midsummer's Eve, Solstice, Brigid's Day, Hallow's Eve. Beltane Day, Yule. See *Time.

  Iron: Faeries need a connection to the Sidhe through means of the *Four Treasures. Iron breaks that connection and grounds faeries to the Mortal world by blocking their powers. Touching iron is quite painful for the Fae. When in contact, it causes heat and sparks as reaction. Loss of powers depends on intensity and longevity of iron contact. Iron is fatal to the *Stars, and signals the end chain of fusion. It makes up the core of the mortal world, and acts as a vacuum, pulling on Fae power and consuming it. See *Spindle, *Spinning Wheel, *Four Treasures, and the *Faery Hunter Guide.

  Keepers: *Princesses, guardians, and workers of one or more of the
*Four Treasures in the Sidhe. See *Stone of Fal, *Sword of Dagda, *Spear of Lugh, *Wand of Nuadha. Original princesses, who were also keepers, were named *Niamh, *Ratis, *Cailleach, *Onagh (see List of Creatures). No one but those with the correct *Bloodline can touch the treasures and live.

  Kisses: A dangerous practice, especially from faery to mortal. Depending on the faery's intentions, results can be disastrous or beneficial. If the faery's intentions are noble, it works like a sixth sense, bestowing visions, foretelling, healing, courage, power, protection and/or faery sight. If intentions are malicious, kisses may cause banishment, curses, enchantments, deformities, and even death. Kisses from a *Leannan Sith or someone of the correct *Bloodline, can break a *Curse, *Enchantment or *Counterspell, but only in accordance to the related prophecy.

  Last breath: Glue sealing spirit to body (in Mortal and Fae).

  Leannan Sith: Also known as faery sweetheart, soul mate, or the other half between a male and a female faery. It is the natural counterpart, like two pieces of a broken soul reconnected. In order to become man and wife, a proper ceremony will make the union official, but no magic words like I do need seal the two together, but a kiss where magic is exchanged. It is binding and impossible to break without nasty repercussions to both parties. Finding a Leannan Sith is a rare occurrence, even with the Fae. It sometimes is discovered through a touch, a kiss, or the breaking of a curse or enchantment.

  Loom: A device used to make up clothes made up of *Snáth den saol. Weaves clothes instantaneously. The Emperor's New Clothes were the result of such a magical heirloom.

  Love: Love is the closest thing mortals have to magic. It is the most powerful magic with both Fae and mortals, and is the least understood. Fae and mortals must never fall in love with each other. It is the last and most important law of the Sidhe. It complicates things, might throw the Sidhe in the middle of a crown war. See *Leannan Sith.

  Love potion: Causes enhanced feelings that already exist at a minor level; dangerous in the wrong hands.

  Magic beans: The keys to open the portal from the mortal world to the Sidhe through the means of a beanstalk.

  Magic deprivation: When cut off from the power of the *Four Treasures, a Fae's body undergoes sickness, and if not treated, eventually suffers death. The Fae's power source depletes as follows: Fringe, Vitals, followed closely by the Core. See *Core, *Fringe, *Vital, and *Power.

  Marriage: Similar to a *Geis. A powerful spell in the Sidhe binding two individual souls together as man and wife. There is no way to undo this spell without serious psychological and physical repercussions, consequences more dangerous than breaking a *Geis. Both participants must be in accordance when making this vow. If the participants are too young to marry at the time of contract, it acts as a long betrothal until they are of age.

  Marriage spell: In order to marry, a bright shell is placed over the bride's heart, along with a straw wand. She chants the spell and the male repeats it. The ceremony is then sealed with an agreement of marriage by means of three kisses stolen, three kisses returned. If it is not, the marriage spell remains on both the male and female for a full season until it loses its power. Before this time, the male or female may finish the ceremony with another party. The marriage spell is not necessary when a faery finds their *Leannan Sith, though a civil ceremony before the High Court is still required.

  Matriarchal rule: Females carry most of the magic in the Sidhe, and therefore they rule after their Sovereign Powers are sealed to them by their husbands after a proper *Marriage Spell.

  Medallion: Worn close to the heart, so that its magical properties are more closely attuned with the *Core powers of the wearer. See also *Enchanted Jewelry. Also known as *Talisman.

  Memories: Directly linked to a Faery's *Core power. The more a faery remembers of his or her present life, pre-life, and destiny, the more power he or she gains. See also *Names.

  Midnight: In the mortal world, midnight is when the Fae's powers are at their peak. It is a dangerous time. See *After Midnight.

  Milk: Sprites are attracted to, and devoted to, milk. They hardly drink it, but use it to bathe. See *Faery food.

  Mirrors: The means of communication and transportation in the Sidhe, though only a faery with the *Core power to manipulate the mirror, or one who receives permission from the former through a special spell, has this ability. To communicate spells through the mirror, one must speak backwards through it. Smashing mirrors to avoid confrontation and/or trap a faery is a common practice among *Wizards, *Witches, *Scientists.

  Mirror of Reason: Located in the Sidhe in the City of Falias. Depending on the ruling Sovereign and the season that results from it, the Mirror of Reason may be a crystal clear lake or a block of ice, both of which mirror true reflections (after the correct spells).

  Murias: There are four cities in the Sidhe. Murias is the capital flooded with streams and canals that run into the sea. Mermaids swim through its waters. A canal encircles the town square where faeries from the four corners of the Sidhe meet to discuss politics. When trapped by this flowing water, it becomes neutral ground where faeries are unable to cast spells should tempers arise. Murias sustains the *Cup of Dagda. See *Four Cities.

  Names: Faeries may be summoned by the use of their name, the exact syllables and pronunciation of which acts like a spell. Faeries guard their names from misuse. If the invoker is prepared, they may then banish, hurt, control, trap, or bind said faery. However, calling a faery can be a dangerous practice, for the faery may take its revenge on the invoker for calling its name in vain, especially when more powerful than the user. Names are also significant to a Fae's *Memories.

  Nymph kisses: A tube of magical lotion rubbed into the skin of a faery and its captive creates a connection between them, which causes a glowing, hot sensation in the skin. It alerts the faery when the captive wanders too far by stinging the infected skin and turning it cold and white.

  Nymph sneezes: When blown into the face, it makes the mind susceptible to suggestion.

  The Otherworld: Known as the mortal world inhabited by humans. See *Otherworldly (in List of Creatures).

  Portals: A dimension between the mortal world and the Sidhe, for the purpose of traveling between the two worlds. Example of portals include; *Beanstalks, *tree knots, *Faery Rings, *Rainbows, and certain forms of *Sleep. Portals are usually guarded by *Trolls in the mortal world and *Keepers in the Sidhe (see List of Creatures).

  Power of the Cuimilt: A *Core Power held by certain species of nobility that is used to peel the skin off animals, mortals, and Fae with a mere touch of the hand. See *Cuimilt, *Skinwalkers (in List of Creatures).

  Powers: The Fae possess three powers that make up their being. See *Core Power, *Fringe Power, *Vital Power. Also see *Magic Deprivation.

  Pricked by a spindle: Blood triggers the activation of certain spells. If an item is cursed, then blood will set off a specific order of events. See *Curse, *Spindle. See also *Blood (in Faery Hunter Guide).

  Prince Charming: A prince holds the *Core Power to seal his wife's power as *Sovereign over the Sidhe and as a *Keeper (see List of Creatures) of one or all *Four Treasures by means of a *Marriage Spell. He is consort to a *Princess, possibly her *Leannan Sith (though not necessarily). He need only be a royal from the correct *Bloodline. There exist documented cases of princes being harvested for powers and bloodlines.

  Princess: Consort to a prince. If succession falls to her, within each princess lies the royal *Bloodlines to become a *Sovereign to the Sidhe and a *Keeper (List of Creatures) of one or all *Four Treasures. Also see *Matriarchal Rule.

  Promise: A promise to a Fae is the third law of the Sidhe that mortals must never break. See *Geis.

  Prophecies: Fate and Destiny are natural occurrences in the Sidhe. See *Faerytales.

  Rainbows: Leprechauns use them as a means of travel through one dimension to another. See also *Leprechauns (List of Creatures).

  Reflections: Mirrors are enchanted. Mortals do not have reflecti
ons in the Sidhe, and Fae do not have reflections in the mortal world. Exceptions are *Changelings (List of Creatures), whose bodies have adjusted to the human world, and *Half-Mortals (List of Creatures) who have realized their destinies and embraced their powers in the Sidhe. See *Mirror of Reason. Specific faeries have the ability to fake their images in mirrors or are exempt. See *Shapeshifters and *Doppelgangers (List of Creatures), who carry mortal material in their membrane. Though chances are, if a faery's reflection is in a mirror in the mortal world, it means it is coming through.

  Riastrad: A transformation of the body to a beast when in the throes of great anger. See *Buggar (List of Creatures).

  Sacred Territory: Never trespass the sacred territory of the Faeries; it will place the mortal in the fae's power. Often referred to as the *Sidhe.

  Saffron: A favorite among certain species of Faery. See *Faery Food.

  Seasonal Control: Certain *Sovereigns and *Keepers also have *Core powers over seasons and weather. It is used to fight enemies and symbolizes conquered territory (snow, heat, etc). Can be controlled (unless in times of a *Curse).

  Seelie: One of the two royal courts in the *Sidhe. Usually described as the 'good' court.

  Sensitivity: A *Core Power used for visions, foretelling, and sensing another's emotions, thoughts, feelings, and essence.

  Sidhe: The realm faeries inhabit in an alternate dimension from the mortal world.

  Sixteenth birthday: In faerytales and prophecies, it is a very significant birthday for princesses and girls in rags. See *16.

  Shapeshifting: The means of transforming from one shape to another by using a *Core Power inherited from the proper *bloodlines. See *Buggar, *Doppelganger, *Fylgia, *Brag (List of Creatures).

  Shoes: An iconic symbol in faerytales, most often in the form of slippers. Worn by a sovereign. Also used to find true love through a spell.

  Sleep: Depending on the form of sleep, it might serve as a means to an alternate dimension between one world to another, a time to see visions and foretell the future, or to strengthen one's *Powers.

  Snáth den saol: Yarn of life. Song lines, energy lines, dragon lines all carry the energy through the body. This is a humans' mortal coil and/or the essence of a Faery. See *Core, *Fringe, *Vital powers. The *Norn (List of creatures) gather it on a *Spinning Wheel, *Spindle or by the clever workings of their hands. It is light or dark (with colors ranging in between) depending on the evil or good intents of the captured essence.

  Sovereign: She is the rightful ruler of the Sidhe of both the *Seelie and *Unseelie Courts (though their manner of service to the queen differs). Her birthright and *Bloodlines give the sovereign the power to reign over the *Keepers (List of Creatures) and act as a keeper over the *Four Treasures.

  Spear of Lugh: "Wand that Bleeds Fire and Ice. No Harm Sustains; nor Enemy Arise." One of the *Four Treasures. Protected by a *Keeper in the city of *Gorias in the east, ruled over by a *Sovereign. Stolen by the *Otherworldly (List of Creatures). Known as a wand. See also *Wand Manipulation.

  Spells: Used as a weapon, to fulfill a prophecy, to bless or to curse. Fueled by *Fringe Power, perfected by study and practice. Usually has to rhyme.

  Spell of forgetfulness: Powerful, complicated spell crafted through *Fringe Power using the victim's personal belongings and intimate memories. Erases the victim's existence in the minds of those who knew him or her. Easily messed up from lack of experience.

  Spindle: "Spindel, Spindel, geh' du aus, bring den Freier in mein Haus." The *Norn (List of Creatures) are the original owners of the spindle. It gathers the *Snáth den saol.

  Spinning Wheel: A spinning wheel is a way to gather the *Snáth den saol quicker and works more efficiently than a spindle. Spindles can be attached to a spinning wheel as a separate piece. After stealing the spindle, the *Otherworldly (List of Creatures) designed a spinning wheel of epic proportions. *Iron imbedded in the device acts as a magical magnet to draw out the *Power from the victim without transforming the *snath into thread. Then *Crystals fitted into the wheel act as an insulator to capture the faery's essence into a gaseous, liquid form, and blocks the iron from consuming its power. The magic caught in the crystals can then be ingested. After many horrific experiments, the Otherworldly perfected the spinning wheel to suck any faery dry of its power.

  Star: Another name for Faeries, also where faery souls are believed to ascend after death.

  Stone of Fal: "Stone of Visions, cries out in Dream. Future of Legions, restores our Queen." One of the *Four Treasures. Protected by a *Keeper in the city of *Falias in the north, ruled over by a *Sovereign. The treasure is a multicolored stone, but reflects like a mirror and cries out under the true sovereign. If not under the true sovereign, it kills anyone with the temerity to look into its mirror. The stone, though heavy, can be relocated by its Keeper (through means of magic).

  Sugar: A favorite among faeries. See *Faery food.

  Sunrise: The beginning of certain spells. Symbolism of Rebirth. Many Fae babies are born at sunrise.

  Sunset: The end of certain spells. Symbolism of death. Many Fae die at sunset.

  Sword of Nuadha: "Nuada: Sword of Glass and Light. Destroys Illusion; n'er soul can Fight." One of the *Four Treasures. Protected by a *Keeper in the city of *Findias in the south, ruled over by a *Sovereign. When wielded by a Keeper, no Fae can stand against it.

  Talisman: See *Enchanted Jewelry, *Medallion.

  Tears: Tears carry the Fae's *Core power, and when mingled with love, may work as a healing spell. See also *Healing, *Love, *Hair.

  Thank you: Words are powerful to the Fae and used in spells and incantations. Thank-you signals the fulfillment of a deal or bargain, and can actually be painful in the ears of most Fae species.

  Thorns: A formidable barrier used by faeries to capture their enemies.

  Treasure: Fae may be controlled by treasure—either through curses or natural greed. Some species of Dragon, and the race of Leprechauns, are especially susceptible. Because of this, treasure is considered unlucky among the Fae, especially treasure carrying runes with charms against magic. See *Four Treasures. Also see *Leprechauns and *Dragons (List of Creatures).

  Tree knots: Certain charmed individuals can look through these peepholes from the mortal world to see to the other dimension that is the *Sidhe. Little men, known as gnomes, guard the holes and are known to be quite grumpy. If one is small enough, one can use it as a portal to the Sidhe. See *Portals. See also *Gnomes (List of Creatures).

  Tributes: At the war's end, a conquering race in the Sidhe may require the defeated race to pay a tribute. Depending on the fierceness of the conquerors, it may range from food tributes to firstborn tributes. *See Fomorian (List of Creatures).

  Twilight: When the barriers between the mortal world and the Sidhe are the thinnest; portals are easiest to trespass at this time. Faery attacks are also more prevalent.

  Unseelie: One of the two royal courts in the *Sidhe. Usually described as the 'bad' court.

  Vital Power: One of the three powers that the Fae possess. Like food, water, and air to humans, vital powers keep the Fae nourished and alive. See *Powers.

  Wand Manipulation: A worker of a wand must use a series of technical patterns and motions in order to properly operate the tool. Skills can only be attained through proper training. Beginners can work simple spells by crudely pointing the wand at the subject and chanting a *Spell. See also *Spear of Lugh.

  Wishes: Wishes are dangerous and work similarly to *Spells. Wishes must never be vague, the wording simple and precise so it cannot be misconstrued. Wishes cannot interfere with natural or unnatural laws. They cannot be used to undo *Spells, *Curses, or *Prophecies, but may be used to fulfill them (if worded cleverly).

  *For FAERY GLOSSARY OF TERMS and LIST OF CREATURES, See www.stephanie-fowers.com

  MAP OF THE SIDHE

 
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